Information Technology & People: Volume 30 Issue 1

Subjects:

Table of contents

Evaluating app bundling strategy for selling mobile apps: an ambivalent perspective

Jinlin Wan, Ling Zhao, Yaobin Lu, Sumeet Gupta

Mobile appstores have fast sprung up during the last few years. The large number of apps in these appstores results in increased search effort for the customer as well as fierce…

1471

Examining organizations’ continued use of open source technologies: An institutional perspective

Saggi Nevo, InduShobha Chengalur-Smith

Our knowledge of why organizations continue to use open source software (OSS) infrastructure technologies is relatively limited, and existing models appear inadequate to explain…

The moderating effects of organisational culture on the relationship between absorptive capacity and software process improvement success

Jung-Chieh Lee, Chung-Yang Chen, Yih-Chearng Shiue

The purpose of this paper is to identify the relationships among absorptive capacity (AC), organisational culture (OC), and software process improvement (SPI) implementation…

Group size and personalization’s effect on Facebook message response rates

Jane-Marie Fatkin, Terry C. Lansdown

The bystander effect is one of the most well researched and replicated phenomena in social psychology. It repeatedly shows that the presence of other people inhibits the impulse…

1497

Information system users’ creativity: A meta-analysis of the link between IT use and creative performance

Darius Pacauskas, Risto Rajala

Information technology has been recognized as one of the keys to improved productivity in organizations. Yet, existing research has not paid sufficient attention to how…

1572

Understanding usage of Internet of Things (IOT) systems in China: Cognitive experience and affect experience as moderator

Xuebing Dong, Yaping Chang, Yawei Wang, Jun Yan

The purpose of this paper is to answer “Why do Chinese consumers use IOT systems?” and “Do consumers’ cognitive and affect experiences moderate the relationship between…

3881

A model for exploring players flow experience in online games

Chuang-Chun Liu

Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs…

2524

To immerse or not? Experimenting with two virtual retail environments

Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis, Michael Bourlakis

The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The…

13067

Examining the antecedents of online disinhibition

Sheng Wu, Tung-Ching Lin, Jou-Fan Shih

The purpose of this paper is to integrate psychological dimension, social dimension, and environmental dimension – six internet psychological characteristics (dissociative…

2448

“What if my mum sees it?”: Examination of visible brand interaction in the presence of a wider network

Ben Marder, Avi Shankar, David Houghton, Adam Joinson

It is known that to encourage people to interact (e.g. sharing) with brands through social media, businesses create content in line with the expectations of their target audience…

Digitalization as institutional work: a case of designing a tool for changing diabetes care

Anne Asmyr Thorseng, Miria Grisot

E-health tools for patients aim to change current care practices. However the role of IT in transforming health care is not straightforward. The purpose of this paper is to…

1402
Cover of Information Technology & People

ISSN:

0959-3845

Online date, start – end:

1992

Copyright Holder:

Emerald Publishing Limited

Open Access:

hybrid

Editors:

  • Prof Edgar Whitley
  • Prof Kevin Crowston
  • Prof Yulin Fang
  • Prof Jyoti Choudrie